- Falling boxes also break and spill their contents. Boxes falling on Players,...

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Sea Serpent Rumor Quest (Gets Player out in Ocean in Diving Suit or Submarine) :

And it turns out to be :

- Old man Jenkins trying to scare the kids away from his melon patch...

- A large wild pig hiding in a cave ...

- The wreck of an old plane in tatters that emits the strange noise as the currents vibrate its metal frame ...

- A Macy's Thanksgiving day float that was lost in the dim past.

- Splicers pulling a joke on other Splicers.

- All the result of some very bad booze someone brewed up.

- A fake monster employed (long ago) in an attempt to drum up submarine tourist business.

- The Kraaken !!! (which is all of 6 feet long in actuality)

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I Try to Do at Least One Impossible Thing Every Day ... :

You walk up to the "Epstein the Swami" machine, put in the special token and the recording begins : "Good Morning Mr Phelps..... " "Your mission should you decide to accept it.... "

"This message will self-destruct in five seconds" (you run very fast and it goes off like a grenade - earning alot of stares from nearby Citizens ...)

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Parking for the 'Private Submarine Craze' :

Might need something like this at the Metro Bathysphere stations to handle all those single user 'private' Bathyspheres (which are 'submarines' actually). The only(?) problem is that even the small Bathyspheres (12 foot diameter) weigh near 30 tons. Maybe it could work as an underwater mechanism (where the buoyancy neutralizes most of the weight and the selected vehicle only is hrought to the waters surface for loading). You better remember to roll up your windows after you get out at the top of that stack (above the water surface).

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That Mission Was Fun.... :

One thing I remember from GTA (San Andreas) was a limited 'Save' list and not being able to revisit interesting/Fun Missions, which generally were more challenging than the 'Sand-Box' activities.

In this MMORPG there will be alot (multitudes) more Missions available (one of the issues in GTA was there should have been 3X as many of those), so if alot (As in total number) of them are 'Fun' then there wouldn't be the need to revisit/repeat them as much.

Some Missions based on City Roles are 'repeatables' / routine - though would have changing Randomized details to make each replay somewhat different/surprising (a basic game feature is to give each Player something different than the same 'canned' choreographed/regurgitated 'Quest' played by 100000+ other Players).

Another avenue would be making ordinary 'Sand-Box activities just as interesting/challenging as quests/missions. That can be hard, as choreographed quests can set up very special circumstances and guide the player through carefully crafted (cohesive) situations and explanations/details (more depth).

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Much Easier :

How much simpler it all would have been for Eleanor to control a Little Sister, and come up from behind on Sophia with a Taser.... Or as a Little Sister with that same Luger that Delta was forced to shoot himself with.

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Best and Brightest :

What could inventors and technologists do in Rapture that they could not (not allowed to) do in the surface World ?

Besides the ethics limitations (which even in the real post WW2 World were much less than today).

It would have to make up for losing access to Research Libraries, consultations with peers, fully equipt laboratories and new/latest equipment and materials and technical expertise.

Low/non-existent regulation and red-tape would certainly help ('paperwork' can cause ridiculously long delays to get the simplest things done, and bureaucrats who block/delay things as part of an institutional bribery coercion system doubly so).

Many rich individuals went to Rapture, which made money/resources available that might not have been accessible to many in war-torn Europe or Iron Curtain countries or consumer-market bent America. There was an much higher concentration of money on average than in most of the surface World.

The nature of the way immigrants for the 'Rapture Colony' were picked -- a concentration of geniuses and those with real abilities -- with ideas, skills, more motivation (and fewer time-wasters) ...

Result was geniuses with money/resources available with fewer roadblocks (vs post WW2 recovery environment that dampened activities/achievement through most of the World.)

Upto 1952, Rapturians could still tap into the outside world for ideas/information and technologies that might be lacking in the mix of the 20000-40000 people in Rapture (Ryan's World organization helped some with that in the drive to achieve 'self-sufficiency'). Even after Rapture was officially isolated, critical information/materials could still be acquired through Ryan or via smugglers.

-

Rapture-made :

What significant discoveries were made that led to new technology and product development (pure research is only so useful and long term funding would eventually require products to sell). Technology developments used to build Rapture were made previously on the Surface (Ryan's industry and possible desire to build such a place years before his decision in 1945). Later discoveries/developments would be made by people IN Rapture.

Some significant developments were enabled by combinations of new technology :

With the results of a number of the above technological advancements, the City continued to change.

Rapture evolved from the original planned city (after that metropolis design was completed). Using the tunnel boring machines (which used plasma cutters - developed for cutting bedrock for foundations), allowed cheaper/inexpensive underground building, instead of the original "skyscrapers in the sea". These were heavily used for farms and later for mass-produced housing (Levittown all over again), which had alot more space than the typical cramped apartments in the City. Suburbs grew with underground houses with space even for a 'sub' garage and a 'backyard'.

Outlying areas (where the rock was was of appropriate structure), had local communities spring up (facilitated by some audacious developer/real estate businessmen). Efficient transportation systems (many using the same tunnel boring construction) made possible access to the City for employment -- the AE suburban passenger lines continued to operate even after the Metro largely displaced the AE's City transit.) Numerous other inexpensive tunnels connected the suburb housing with real 'roads' into sprawling 3 dimensional communities.

The result was a 'hollowing out' of parts of the City Core, as people left for more desirable residences. Supply and demand led to a lowering of rents in those vacated areas. Landlords did not keep up such unprofitable properties, which made them even less desirable and brought even more desertions and occupation by lower income populations. Some redevelopment was done, but it had to compete with the suburb's features and low expense.

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Bouncer Big Daddy Bad Posture, Causing Problems :

That bent position... Backache Tonics ...

Hmmm, with all the other Tonics and Plasmids for curing various maladys in Rapture (sold as consumer goods), possibly one of the best selling was a 'cure' for the chronic backache which so many people are burdened with ('ergonomic' hadnt really been invented yet). .... Now thinking about jamming that big needle syringe into your back might make some people cringe (is 'in the arm' that much better ??) , but if you've ever had a real back problem, you would know that the pain of the ailment can be far worse.

Idea for product improvement - orally administered Tonics and Plasmids (or later a patch?? or 'gum' or gelcaps...) Hmm, new line of Plasmid/Tonics for kids - via lollipop.

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^^^ ADAM Therapies for Kids (Sugar Coated Like Cereals...) :

Actually, think what Plasmids/Tonics WOULD have been made specifically for 'kids' (a third of Rapture's population had been kids)

SpeedGrow - aging accelerator to get the munchkins past the 'terrible twos' quickly and painlessly

AutoSpank - remotely invoked punishment - no need for a confusing delay or any physical exertion

EatYouVegetables - adjusts a child's desires for sugar to healthy vegetables(and many more)

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^^^ Additional Common Tonic Treatment Ideas :

Perfect Sight -- no more glasses

Rejuvenate - old become young again - probably an expensive complex set of treatments

Scar Removal - Scarface no longer ...

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A 'Team' NPC Behavior AI Scripting System :

Optional scripting to improve control AI of NPCs.

Will be Player Created and Distributed - Players have the time to continue to create and improve them when Game Companies are loath to spend any additional monies on a game. Taps into all that existing player talent that dwarfs whats available at the Game Company...

Can be done in small increments - much simpler to add than a 'mod' level' as a contribution. Done by programming 'experts', but usable by multitudes of players.

The Asset Creation Community would have MANY online tutorials/examples, advice, critiques and vetting (the full collaboration mechanism). The scripting system would have many basic program modules/functions (company created) to access/process in-game data/info (this is 'scripting' and not 'programming' - low level operations are done by pre-supplied efficient code).

I can forsee a visual desktop like symbolic interface where 'AI modules' are installed and activated to facilitate player use. A player should be able to EASILY install the scripted logic and see for themselves how well it works (and be able to uninstall it as easily if they don't like what they see).

Test/Debugging on Test Servers would be part of the system. Testing arena's with all kinds of scenarios to 'tryout' the new AI would be provided, with the player able to setup a situation they want to see 'handled' (the same mechanism would be used by the AI developers while they are perfecting their logic).

Two Forms :

- Client Plug-ins - AI runs on Players Client to direct NPCs while player is online -- uses the greater CPU resources (offloaded from servers) - and can act in real-time (like to do Team NPC combat logic). Players may leave their computers on to keep their 'Team' productive. Players could even monitor their 'client-controller' (game machine) remotely from another computer/tablet/handheld. Plug-ins are Task Specific - so players can install the plug-ins they need/prefer and not have to bother with all the others (some people like micro-managing specific things).

- Server-side -- carries out more basic 'generalized' instructions that would keep the players 'Team' NPCs and other agents working at their defined Tasks while the Player is offline (moving about the City on Tasks that make the city actually LOOK like a city with people in it doing things). This player Scripted logic is more the prioritizing of standard tasks and to react to/handle results of those tasks (like retrying or doing a alternate solution, when trying to obtain certain resources). Simply getting ones 'Team' NPCs ahead of time to a convenient location for a 'live' activity can save alot of players play time.

Similar scripts would be used for all the Server Run NPCs -- part of the expanding assets used to continually improve the game. There would already be many 'standard' scripts (Company provided) that keep all those independent NPCs moving and working in the City. Players could/will submit improvements to these.

Shareable/Distributable - will have reviews/explanations/feedback online -- basic tutorials would be standard requirement for publishing (and suggested 'testing' situations). 'Improvements' would have to include a description of what was actually improved and why.....

A basic 'Task' script has control settings - usually limits and targets and other specifics. Having these easy to set (and understandable) would be part of the system (sliders and mode checkboxes usually are easier to understand). The Dialog-Tree mechanism could be used here to set modes/directives and even explain what the settings do (can be done as a multiple-choice form of 'Asking' the player what to set or what to get done).

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I know Where Sinclair was Hiding :

In Ryan Amusements, right above that cubbyhole storage-room Sinclair emerged from, up on the Atlantic Express sign is the front end of a Metro car (a decoration). That would make a perfect Bat Cave (circa 1939) 'spiderhole' for someone with the connections to pre-arrange for it (Sinclair may have finagled part of the construction contracting). A hidden ladder would access from that room below...

Sinclair's life in Rapture post-Kashmir might make an interesting story. Fill-ins like this for Rapture's history and of its main characters would be a likely part of the MMORPG (and would require careful vetting by the company to keep the whole web of stories cohesive). The 'movers and shakers' stories define the framework that all the game's little stories revolve around.

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Canon and Lore - The Rapture Universe :

With the Player Created Assets integral to the MMORPG, someone will have to be the 'authority' to make decisions about shaping additions to the 'Rapture Universe' and whether submissions for plot elaborations 'fit'. Original developers like Ken Levine and the other designers probably won't want the job (except for some (paid) consultation about 'big decisions') and would delegate the job to others. In the hierarchy, non-paid advisors (the Player Collaboration) would have to exist to do alot of the 'grunt work' (to match the business model's needs). Publishing and sticking with extensive definitive guidelines can short-circuit alot of repetitive 'dumb questions'. Having early 'open community' commentary (collaborative vetting) tasked to find glitches/invalid submissions, would greatly lessen having to refer decisions to company-paid 'authority' (as well as stop the player authors from wasting their time on something that would be rejected).

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Clarification of Prentis Mill/AE History :

1945 - Prentis Mill does the transportation project design for the environment of Ryans planned project (a monorail train that will operate line a subways does between fixed stations). Equipment and track components are built on the surface to be ready for the massive construction traffic needs.

1946 - Prentis Mill's Atlantic Transportation Company starts building RR throughout Rapture, with first lines used to haul cement and aggregates for construction. Maintenance facilities built to service equipment. Traffic expands rapidly as local cement works become operational and local building component assembly done in Port Rapture. Passenger traffic initiated moving workers and new immigrants.

1947 - Lines expand outside City. Grand Central Station operating. Commercial centers form on South end of Rapture

1948 - AE Track system converted to Mk2 for rest of new system construction, and older existing tracks gradually converted/upgraded. AE continues to break records for passengers transiting City.

....A few emergent 'bosses' seize the 'Short Line' to supply from farm district and thus have control of area.

1970 - New Rapture founded and starts rebuilding City infrastructure

....Atlantic Express Depot seized from 'the Rapture Family' remnants

....Rebuilding of transportation infrastructure under way.

.

Not really sure why Prentis Mill was bankrupted, when he put his cash reserves money into the Banks during Rapture's first financial crisis. Would an obviously intelligent businessman make an unsecured loan to the banks (especially when he was doing 'Ryan a Favor')? Even after there was a 'run on the banks', the banks would still hold the security/mortgages on the businesses they had loaned to (Banks unless they have signifivcant government meddling dont make unsecured loans). There did not seem to be a 'stock market' for people to speculate their money on (and investment shares are not as reactive as a stock market is). Prentis Mill would thus own a good chunk of the banks or be transfered the security/mortgages the banks kept when they went into bankruptcy and receivership. Prentis Mill could still get enough money back to still be amongst the richer people in Rapture, especially after the Economy recovered and the properties regained value.

The Atlantic Express passenger line had been outcompeted and was not likely to come back, even if Mill had the money to prop it up for a time. The Freight system wasnt as exciting apparently, but did manage to keep operating after receivership and seperation from the passenger business it had been subsidizing. But Prentis Mill did not own it any longer.

One of the few lines still running - the "Short Line" which crossed many of the southern districts of the City, only operated because the Metro was never built to most of its stations. Even then, it was a light traffic line running on the remnants of the old style Mk1 system tracks.

Prentis Mill's Railroad was a success as a freight hauler, but he never really understood that the City needed a versatile passenger transit system, rather than the the AE run like a railroad (just as NYC could not operate with only a subway system). His surface world equivalents were facing the same eventualities as the US railroads started to rapidly go out of the passenger business in the 50s.

By the time the Atlantic Express trains were again being used for passengers, the Civil War was on, and Ryan basically paid the expenses for his Security Forces to use the AE trains. By that time Prentis Mill was already dead.

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Economic distress long before the Kashmir Incident :

There apparently was a economic downturn of sorts in Rapture around 1953 and allegedly led to 'hoovervilles' and squatters and Sinclair 'exploiting' some poor destitute people (by building a Hotel they could afford to live in).

Prentis Mill -- allegedly wiped out when asked by Ryan to put money into the banks to stimulate the economy but the banks went bust (leaving him supposedly broke and destined for Paupers Drop ...) Was he stupid enough to put every dime he had into that and not keep enough to live comfortably ??? (Remember this was only a few decades after what happened to banks during the Great Depression and only an imbicile would have forgotten the lessons learned then.) And wouldnt that leave him owning the banks or their mortgage holdings (allowing him to forclose and at least get some of his fortune back ???)

Prentis Mill resided in Paupers Drop? or rather the best rooms in the Sinclair Deluxe Hotel ??? He may have fallen from being one of Raptures Kingpins, but he may still have been the 'big man' in Paupers Drop.

This Rapture 'Depression' (1953- 1954) obviously didnt last, as things corrected themselves. ((( Many Players who didnt pay attention in history class, might not realize that Boom & Bust cycles were common in America long before the 'Great Depression' and usually "worked themselves out" much quicker because they were not extended by faulty government intervention. )))

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Later Economic Distress :

The Kashmir Incident caused another 'run on the banks', but after that with the escalating Splicer violence and a Civil War, it was decidedly not the most healthy environment for alot of businesses anyway. Money apparently kept much of its value (or how else could Sinclair and others SELL things (weapons, ammo, plasmids) and 'make big profits'-- if the money no longer had value?? Even in BS2 times, money (Rapture Dollars) are still in use (Lamb's zombies would otherwise have burned anything with Ryan's picture on it ...).

During the Civil War, Ryan managed to keep an economy running and people working (and were paid) and he kept them supplied (kept the food production going and the power on). His untimely death ended most chances of any significant economic revival as the City broke into conflicting factional territories, and left the desperate populace vulnerable to people like Lamb.

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Maintenance Junction 17 ('Repair Yard') to Sinclair Deluxe :

"at some point Sinclair realized that there was all this real estate down there that nobody was using for anything so he sublet or purchased it from Atlantic Express and built a low income housing area literally down under the Atlantic Express tracks."

The Diner, shops and 'building' facades looked a little too good/organized for 'temporary housing' for RR workers. Sinclair probably had whoever was squatting there evicted and developed the area (paying workers to do the construction) - built it up with a moderate level of services/businesses for his targeted clientele (which apparently there were a sufficient number of to pay his low rates -- a "Free Market" at work ). Its looking bad by BS2 time might be more the product of it being 'under 'new management' (collectivised) since the Civil War days and Lamb's seizing of power.

The Station became "Sinclair Deluxe" (and earned a station marker on the Atlantic Express map that was eventually scratched off by Lamb's followers). The station facilites there you see are extensive, hardly something for a maintenance stop (if it were for employees-use-only then why have triple ticket counters?). Only many passengers originating there would warrant that much station infrastructure, so Sinclair Deluxe (the hotel and the rest of the properties) must have had significant working population. Sign : "After the Theater, Come to The Limbo Room..." implies a 'Night-life' element to some of the passenger traffic (The AE was actually more like a city subway system). The Reliable Pharmacy there was a Ryan owned enterprise (hardly a business you would find in something built as a 'Hooverville'). The Jet Postal station in Sinclair Deluxe lobby - again not exactly a shoddy slum.

Interesting point of 'squatters' -- where else are they in Rapture (before things really fell apart) -- Sinclair would not have been the only entrepreneur to see an opportunity in supplying low-end housing. Some people still likely could not even pay his low rates (and later wound up in Atlas's 'home for the poor') - tenements in Apollo Square area look purpose built as very 'low-end' (compare them to the better Sinclair Deluxe).

City of 20000+ people ... WERE there really that many such 'poor' places or are we getting a disproportionate sampling shown to us in the game ?? (and they ARE shown worse for wear, long after the economic distress stopped maintenance --- like the Sinclair Deluxe where Lamb's followers dont seem to bother with doing any 'maintenance' or 'upkeep' -- it is actually amazing THAT much of it is still livable).

Mk1 equipment left on the seafloor (not scrapped) and chunks of wrecked Mk1 track laying about. Trackwork structures in a poor condition leading into "Maintenance Junction 17" (which after the MK2 conversion/rebuilding was unneeded/disused/abandoned). Trains no longer running thru the building meant no more train noise and shaking to disturb the district's residents (ie- that scene from Blues Brothers with apartment right next to the elevated train tracks).